Abstract
Students’ motivation is important in language acquisition. In ELT the use of technology is a powerful tool, with widespread access to smartphones, laptops and the internet in countries such as Portugal, providing opportunities for students to practice and improve their English. As a consequence, the number of apps, websites and platforms to assist them has increased. However, no magical solution exists, and multimodal approaches and different teaching methods seem to be preferable to engage more students. This study created an H5P branching scenario activity to review the semester’s language from the C1.2 English course and assess student engagement and perception of how useful the game was to prepare them for their final exam. The methods involved designing a comprehensive H5P branching scenario activity within the course’s Moodle environment. Students could choose between playing the game throughout the semester, or using it as a condensed revision activity before the final exam. This interactive module was designed to cover key language from the C1.2 semester while providing students with a narrative-driven, choice-based learning environment. The results from the case study seem to suggest that the use of such tools can make learning more engaging while enhancing learning by allowing personalised learning pathways and immediate feedback. This is in line with broader educational trends that suggest that educational technology can be used to meet diverse learner needs and preferences. In this workshop, we will examine the game, its development principles, and its educational benefits and challenges.
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KEYWORDS
H5P, Game-Based Learning, Student Engagement, EdTech, Multimodal Learning, ELT, Interactive